Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Minor Bug Fix Mod
170 Comments
Sichard Rimmons 19 Jan @ 12:35pm 
Anyone else have a bug where specifically infantry doesn't auto attack? All my other units (Anything ranged, myth units) all attack by themselves when set to aggressive just not my infantry units.
Callistonian  [author] 28 Dec, 2024 @ 10:53pm 
@timm1099 - Something was done to address both of those issues at one point, but I don't remember exactly what. I'm not sure why the data section of the change log is now blank...
timm1099 3 Dec, 2024 @ 9:55am 
Does this fix the issue of the starting Ulfsark being considered a different type of unit from all other Ulfsarks? (i.e. when I double click, he's shown as his own thing and doesn't have combat settings)

Also, does this fix the similar problem with created Phoenixes vs Phoenixes from eggs?
SteahmChip 30 Aug, 2024 @ 6:42pm 
@maximilian
Having caravans stance set as default aggressive seems to help defeat that caravan stalling bug

With that being said, in examining the mod's files, that is already done through where the caravans, in the relevant .xml files, are set for a initial unit stance of "Aggressive."
VoVoZoNa 1 May, 2024 @ 9:38am 
Report: full map screenshot not working. Hitting CTRL + ALT + F12 will start the game's printscreen engine, but closes the game abruptly, and the screenshot file is corrupted (0 bytes). Giving reand and write permissions for AoM folder does not fix it, as it fixed in the original Aom. It's frustating.
KibaCoyote 29 Mar, 2024 @ 11:07pm 
someone found a workaround fix for the meteor isssue, here's the work around directly copy pasted from his post


"- go to the folder: Age of Mythology\models\version2.0.

- find this two files: "sfx a meteor blast.brg", "sfx a meteorite blast.brg".

- copy "sfx a meteorite blast.brg" and rename the copy "sfx a meteor blast.brg".

- replace the original "sfx a meteor blast.brg" with this copy.

I believe that this replaces the model of the meteors with an older one that doesn't cause the graphical glitch, since it misses the effect that needs 4 bit-alpha channel to work (that in EE doesn't work properly). Give it a try."
maximilian 24 Feb, 2024 @ 3:09pm 
Hi there! Does this mod fix the trade caravan stopping after one trip bug? Thanks for making this fix mod! :D
KibaCoyote 6 Nov, 2023 @ 6:41pm 
does this fix the meteor issue?
Stygian Emperor 14 Oct, 2023 @ 1:19pm 
@Android: <unittype>LogicalTypeEasySelectAvoid</unittype>
Prosecutor Lurker 14 Oct, 2023 @ 11:19am 
Thanks.
Callistonian  [author] 13 Oct, 2023 @ 9:36pm 
Invisible Tartarian Gate bug has been fixed by Chickenland.
Destirbion 11 Oct, 2023 @ 12:48am 
It's been a little while since that last comment, but this mod is causing the invisible Tartarian Gate bug for me as well
Prosecutor Lurker 10 Jul, 2023 @ 9:16pm 
It seems the mod reintroduces the Invisible Tautarian Gate bug.
Tested with and without the mod and the Gate becomes invisible until Omniscience is researched which is then able to be attacked.
GE0 8 Apr, 2023 @ 9:37am 
Something that might be worth looking into is fixing is Bellerphon's jump animation. With The Titans expansion the original animation was broken. There is a mod that fixes it already, but if there's a way to integrate it into your mod or ask for permission to do so I think it would be a good addition.

Here's the mod I mentioned: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1695050894
Android  [author] 6 Nov, 2022 @ 2:56am 
Can't remember how I did the Sentinels but the other ones should be a simple "ranged" tag in the formation category
Android  [author] 6 Nov, 2022 @ 2:53am 
Android  [author] 6 Nov, 2022 @ 2:52am 
Thank you! Two suggestions (see my implementation here)
- Make Chirons, Pharaos, SoO fall into "Ranged" formation type, like other ranged hero/myth units
- Prevent Hades Sentinels from being selected with military units (because they behave more like towers rather than units)
Callistonian  [author] 13 Apr, 2022 @ 4:24pm 
I've updated the mod so that the proto is compatible with the latest version of EE and hopefully addressed the meteor issue.
Callistonian  [author] 12 Apr, 2022 @ 1:35pm 
@UnixAngelX -you're referring to the particle effects of the meteor explosion? Is this bug from EE or is it induced by this mod?
iUnix_ 11 Apr, 2022 @ 3:58pm 
theres a bug with de meteor god power, when it hits the terrain, the lights seen horrible, with a grey circle
arajagopal97 14 Sep, 2021 @ 3:57pm 
Has that egregious black map bug introduced with patch 2.7-2.8 been fixed in this mod?
JMan_Culp 5 May, 2021 @ 2:43pm 
Any way we can fix the bug where AI opponents dont go to sleep as in do nothing after so long?
GrechHerald 18 Feb, 2021 @ 12:06pm 
in the fall of the trident campaign, level 9 Revelation, there's some trigger errors that break the animations of most notably arkantos
arkantos stays broken unless the cutscene is completely skipped
could you look at it please? I feel like this can be fixed through the editor
Britas 8 Jan, 2021 @ 5:57am 
In the chineses DLC , in misson 3, i cant advance to classical era dispite i already build the temple necessary and have the resource 400 of food, please can someone help me?
Plok 25 Oct, 2020 @ 9:43am 
Audio fix proposition: give Ox Caravans their own grunt sounds instead of using horse ones.
Purge Trooper X38 22 Oct, 2020 @ 8:26pm 
hey guys been a while, but just wanted to say great work on the mod, all the bugs i remembered when i last played are gone, now if only we could get them to fully implement them into the game
Callistonian  [author] 15 Oct, 2020 @ 10:31am 
It depends on the mod. Any mods that have data files (as this one does) will not be compatible with one another. If the mod only changes the UI or textures or some such, then it will probably be compatible.
elynleonggg 15 Oct, 2020 @ 10:21am 
Thanks for the mods! Does this mods compatible with other mods?
Callistonian  [author] 21 Apr, 2020 @ 3:10am 
The Minor Bugfix Mod has received another patch from Chickenland. There are some really good visual fixes in this one. Check the change log for details.
Callistonian  [author] 13 Feb, 2020 @ 2:13am 
I'm aware that there were many issues like this in 2.5 where non-DLC users would somehow spawn DLC units and the game would desync. I had hoped these issues would be resolved by Skybox for 2.7 but I guess they haven't been. Perhaps Chickenland has some insight into this.
Vampire Kisses 12 Feb, 2020 @ 10:51am 
No, neither of us have the DLC. But we’re not trying to play with the DLC units. Just playing with the original factions, on a original map. It happened again to another game we were playing with both of us as Greeks. So I guess it not just the hersirs. I don’t know where this griffon is coming from.
Callistonian  [author] 8 Feb, 2020 @ 3:35pm 
Sounds like you or your friend don't have the DLC. Not sure we can fix that even if we included a proto file.
Vampire Kisses 8 Feb, 2020 @ 2:29pm 
Experiencing a bug where my hersir's (when playing Loki), spawn chinese myth units such as a griffon and kicks me and my friend out of the game. Does this mod fix this issue?
Callistonian  [author] 7 Feb, 2020 @ 2:06pm 
This mod has received an update from Chickenland to address some issues with EE's 2.7 patch. The change log has been updated. No data bugs have been addressed but I have left the 2.5 data files in the download for anyone who hasn't migrated to 2.7.
Callistonian  [author] 25 Dec, 2019 @ 9:26pm 
It's hard for me to tell what the development status of this game is at the moment. I haven't been following things around here for about six months. It seems like Chickenland has already gone through their change logs and found some of the fixes present in this mod and others that they decided not to implement (for whatever reason). I would guess a new bug fix mod is in the works if it's not already on the workshop. If this mod needs to be deleted someone should let me know because it's unlikely I will be updating it. Again, for anyone out there working on a 2.7 bug fix mod: all the contents of this mod are free for you to use.
Purge Trooper X38 23 Dec, 2019 @ 6:32pm 
yeah i know its probably not the funnest thing to do but i dont hold much hope for the actual devs,they literally took 5 months to implement a patch that the community already made for them and gave to them, they literally just copy and pasted the work no skill needed, its just sad
Callistonian  [author] 23 Dec, 2019 @ 6:45am 
I probably won't be fixing anything in the next patch version. These types of bug fix mods are already available to the developers. They can use them or ignore them. Trying to keep up with the latest patch and continually porting everything is not fun, it's not modding, and it's not a job I'm being paid to do.
Purge Trooper X38 22 Dec, 2019 @ 5:05pm 
hey been a while ,but i noticed since they released the newest patch, the chinese female villager has her harvest annimations broken again , just to let ya know
generaldova 28 Aug, 2019 @ 10:47pm 
i hope they fix the bug in single player where sometimes enemies will be capable of walking trough your walls as if there was an opening between wall segments for them to pass trough. its almost game breaking for me
Callistonian  [author] 25 Jul, 2019 @ 10:06am 
I don't know if we should try to update this mod or just make a new one to address the issues in 2.7. I don't have time to thoroughly test the patch so I'm relying on the community to advise the best course of action here.
Purge Trooper X38 24 Jul, 2019 @ 8:07pm 
im super pumped for the patch also, but i fear they will dedicate 99% of the effort to balance and not bug fixes like launchpoints or building and unit animmations. so were still needed on that front
Callistonian  [author] 23 Jul, 2019 @ 11:04am 
Great news everyone! FE is finally releasing a 2.7 patch for EE https://www.ageofempires.com/news/age-of-mythology-2-7-patch-preview/

Please participate in the public patch preview and contribute bug fixes and suggestions. Hopefully this mod will soon become obsolete. Fingers crossed.
Callistonian  [author] 4 Jul, 2019 @ 1:31pm 
Ah, I understand now. That is an easy fix in the anim file. I will get that uploaded soon.
mal maar mals 4 Jul, 2019 @ 9:13am 
Sorry I should have been more clear when you play the chinees in game and you upgrade shields in you armoury and then upgrade your cavalry from medium to heavy to champion the shields will stay wooden and not become metal nor golden. Because the upgrade of heavy cavalry(and infantry) is linked to the shield upgrade, but since the chinees have their own upgrade with the same icon and name as the original it is not linked with the shield upgrades of the armoury.
Callistonian  [author] 4 Jul, 2019 @ 8:27am 
@mal maar mals - The shield attachments aren't upgraded by armor techs. They should be upgraded by shield techs. It's possible that FE made a shield model for the highest level but then later on they made it so you can't research that tech in a normal random map game. At least, that's what I'm guessing based on your description of the issue. If so, I won't be fixing that. If I'm misunderstanding, please let me know.
mal maar mals 3 Jul, 2019 @ 5:44am 
I found a bug that has to do with the chinees shields for cavalry, the shields in age of mythology will change aperance like from wood to metal to gold when you upgrade from medium to heavy to champion. They made a new medium and heavy and champion upgrade for the chinees but with te same icon as the one the greeks norse and atleanteans use, but it is not the same so the shields wil not be changing from material in the game but they are able in the editor(all unit senario, in specific).

In short in game the chinees cavalry wil keep wooden shields even when they are in fully golden armour.
Callistonian  [author] 8 Jun, 2019 @ 6:04am 
I'm working on a total conversion for Medieval 2 Total War. If you need any help please let me know.
Purge Trooper X38 7 Jun, 2019 @ 10:40am 
What's your other current project
Purge Trooper X38 7 Jun, 2019 @ 10:40am 
I've taken a look at it and I may be able to pull it of , mind you It would be my first project, bit what the hell I'll give it a go,